Chun-Li may have trouble against jump-ins due to her lack of a reliable anti-air, but her strong neutral options and speed allow her to earn winning to even matchups against most of the cast.
Matchup placements are based off of Goukipedia's JP Average Matchup chart. Most old characters aren't played at a high enough level to warrant tier list placements, so with the exception of Old Ryu, Ken, T.Hawk, and Sagat, they'll be listed alongside their New counterparts.
Serious Advantage (10-7) |
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Advantage (6.5-6) | ![]() ![]() ![]() ![]() ![]() |
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Even (5.5-4.5) | ![]() ![]() ![]() ![]() ![]() |
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Disadvantage (4-3.5) | ![]()
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Serious Disadvantage (3-0) |
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Advantage Matchups
E. Honda (6.5-3.5)
Honda's Game Plan Get in. do stuff. win.
Chun's Game Plan
Keep honda out by throwing lots of fireballs. Watch out for when Honda gets into buttslam range though. Once you see that happens, simply jump back. If you're in the corner, push him forward and inch forward, or walljump. Heck, you can even stay in the corner and still fight this pretty damn well.
The start of this match is just outside Honda's buttslam range. Many new players don't realize this and will try an opening buttslam. That's why it's often advised neutral jump at the beginning. With practice, you can time it to beat an opening headbutt (unless the Honda has the timing down) and throw the buttslam.
If you get your Lightning Legs out first, they will beat out Honda's HHS. If you're unlucky enough for Honda to get in on you, it's just a guessing game to get out. If you're in the corner, hope he doesn't start an Oicho loop. It's a guessing game between poking and footsies, and if Honda's going to jump at you.
Keep in mind, if you predict a buttslam, you can neutral jump throw, just like at the beginning of the match.
There is much Honda can do once he gets in, and everything needs a different answer. The goal is to keep him out, just like any other grappler. You can randomly jump forward fierce at Honda and it will beat mostly everything he has. But make sure you always blockstring to a safe distance. If you get a knockdown, same thing. or just keep your distance with a meaty Kikoken.
Blanka (6.5-3.5)
Advantage/Disadvantage
Chun's strength is in her turtling ability, but Blanka's jump is so quick and his normals are so good, it's pretty hard to keep him out the entire round.
Blanka's Game Plan
Blanka wants to get in and bite you, and he also doesn't mind trading with you on his way in, because he does more damage in general. Once he gets in, he can start some shenanigans with j.Short, and because Chun has to charge for Tenshokyaku, it's hard for her to get out.
Chun has no way to get out of his ticks if they start with a cross-up j.Short, because her only reversals are charge moves: she's lost her horizontal charge because Blanka crossed her up, and she's lost her vertical charge because she had to stand up to block the j.Short.
If Chun duck-blocks a Blanka Ball (or if she gets hit by it while ducking), the only thing she can punish with is the Super. However, if she is standing when she gets hit or blocks, she can retaliate with a walk-up st.Strong. (The Blanka Ball is usually not used much though, because Chun will be throwing a lot of fireballs.)
Chun's Game Plan
Chun wants to keep Blanka out with well-placed fireballs and cr.Forwards. You can't be sloppy or over-anxious with the fireballs, because Blanka can easily jump over your fireballs on reaction. With his quick jump and high-priority jumping attacks, you can only do a fireball when you are sure he will not jump (for example, when you know he will do a normal move). He will try to slide at you because it has good range and moves him forward. This is a good time to do a fireball, but make sure it's done early enough to hit him cleanly out of the slide.
While Chun has good normals, Blanka also has good normals, and better throw range. Chun can essentially create a wall with fireballs and jump straight up Short, and it can be hard for Blanka to get in. However, unlike most of her other matches, being in the corner actually helps Chun against Blanka, because then he can't cross her up there.
If you knock down Blanka, you should never go for a meaty (other than meaty fireball). Blanka's balls (both horizontal and vertical) hit on the first frame, so you cannot do safe meaties against him. For the same reason, you also cannot do safe jumps against him. If you try that, at best you will trade and get knocked down, but Blanka won't be knocked down, putting you in a very bad position. Just do a meaty fireball when he's down. He has no choice but to block it.
Lightning Legs will beat all of Blanka's ground attacks cleanly, but you must be very careful using it because Blanka's jump is so quick. Make sure you always charge D/B while doing Legs so that you can anti-air him if he jumps too late.
Anti-Air
If you're charged, you can use Short Tenshokyaku, but without a charge Chun has a hard time against Blanka's jumping attacks. I would not recommend trying any of her standing normals, because at the very best they will trade, but he won't be knocked down. Jump straight up Short is quite good, and jump straight up RH is also good, but because his jump is so fast, you need to have equally fast reactions.
One strategy is to simply make Blanka land on a fireball. You may trade with him, but at least you completely kill any momentum he may have been building. You can then follow up with a meaty fireball, followed by another fireball, and he really can't do anything about it. In this match, it's worth it to sacrifice damage for position advantage.
Of course the Super is always the best option, but because Blanka's jump is so fast, it can be difficult to time. You must do the super VERY early--do it just past the peek of his jump, when he is starting to come down.
Added: Unessential 14:34, 2 November 2013 (UTC) There is one more option you can walk forward into Blanka's jump: Sweep him as he lands. This has to be done almost directly below Blanka. This anti-air drastically improves the Blanka matchup. You may trade, but it is a good alternative if you are not at the right angle for the other antiairs and you don't have a charge (ie, you've already blocked a jumping attack in the corner).
Anti-Ball
Typically Blanka doesn't use the ball all that often in this match, but just in case it comes up...
A well-timed st.Strong will beat his horizontal ball, but it is better to do a fireball if you are charged. Getting the knock down is important, because you want to control the round.
If you are charged, you get a free Super on Blanka whether you block or get hit by the ball. You won't get all 6 hits of the super, but it's still free damage.
Misc. Notes
-You always want to be charged so that you can anti-air him with something that knocks down.
-If you block Blanka's super, you get a free super on him (or a cr.RH, if you don't have meter).
-If he tries to hop at you, do [cr.Forward, cr.RH] for a two hit combo, then follow up with a meaty fireball, walk back a few steps, then throw another.
--NKI 11:31, 18 May 2006 (CDT)
Old T. Hawk (6-4)
Most of the stuff that applies to Old Hawk has been covered already in New T. Hawk's section, so refer to that. Just keep in mind that Old Hawk has much better normals.
Even Matchups
Vega (Claw) (5-5)
The main problems Honda has vs. Claw are Claw's jumping speed and is mid screen cross up game. First thing to know when fighting Claw: get in the corner as fast as you can. If you get caught in the middle of the screen, you more than likely will take chip damage from the crossup walldives, enough to put Claw on the run. You want to have a lead vs Claw, not be chasing him all over the board. You must make Claw come to you. (If he gets the lead it will be extremely difficult to get it back.) Sit in that corner and Sumo Smash or Headbutt every jump-in he attempts. Another trick is to block then Oicho the jump-in. You may notice that you cannot headbutt claws jumps most of the time. This is due to the speed of his jumps.
The Air Game
Honda actually fares quite well in this. Jump back jab stops just about all of the wall dives. Anything off of the wall, jump back jab. If he goes off of his wall sit and head butt it. If he tries to go off of your wall you must use jump back jab to prevent Claw from going of off your wall and causing you to lose your charge. If you are caught not charging or with cement feet use standing fierce.
The Ground Game
Honda does well, but beware of the rolls. Sometimes they can hit all of Honda's ground moves. Hands are a nice way to get him out of his ground game. Another danger is the full screen headbutt. Most expert Claw players invite you to do full screen HB, so they can do a single back flip, throw, and RUN. Scrolling the screen also messes up Claw so doing repeated Hands (even if they miss) can screw his wall game up.
--Ehonda
Honda gets a free safejump off a HP or HK throw (i.e. follow up the throw with a jumping HK and then go into your mixup game). This is extremely important to try to set up for Honda, as it keeps Claw out of the air and guessing whether you are going to go with a regular throw to repeat the loop or negative edge Oicho to counter his Scarlet Terror (and then grab him out of his recovery to keep the throw loop going). Get good at this and it starts to get a little lopsided in Honda's favor. Catching great Claw players with even a single throw is pretty tough in its own right though. Crouching LK and MK are free meaties against Terror. Empty jumping against Claw using Terror coming off a knockdown will cause it to whiff, like against Deejay's upkicks when properly spaced.
--x64
Sagat (5-5)
Easier than Old Sagat obviously but still a pain. You will rarely run into New Sagat players because there is very little reason to use him over Old Sagat. Only notable differences are New Sagat has a reliable crossup, slower tiger shots, extended hurtboxes on tiger shots (makes it easier to hit or trade), HP Tiger Uppercut hits multiple times, and he has a Super that can't be used as a reversal. This is probably your easiest match against a fireball chucker.
-x64
E. Honda (Mirror Match)
Considered one of the most annoying mirror matches in the game because it usually comes down to trading headbutts. There is one secret in this matchup that is hard but critical: learn the timing to use jab headbutt to directly counter the enemy Honda's fierce headbutt. It's not easy in the slightest, but if you get it down to even 50% success rate, you'll scare the hell out of your opponent making it much easier for you to turtle and have them come to you, which is Honda's dream scenario. If you don't have the reaction time necessary for that, crouching and standing LPs work good for stuffing enemy Honda headbutts. Neutral jump MK also works well (if they torpedo under you and miss, follow them after you land and immediately trip them once they are in sweep range).
Know your Headbutt hitbox ranges. LP headbutt only has a red hitbox in his face area, but it's invulnerable (no blue hitbox anywhere). This is good for stopping incoming headbutts and Sumo Smashes that are liable to land right on top of you. MP and HP headbutts have a hitbox that has some vulnerability but also has an extended red hitbox that goes beyond his face, which is good for incoming attacks that are slightly in front of you. Super, while mostly useless, has a great starting invulnerable hitbox that is up and away from Honda's face, which is great for getting out of a tough spot, even if you won't land much damage. Obviously don't use super against a grounded opponent unless one chip hit will = death or they are in the air.
Mirror matches at higher levels comes down to experience and reaction time. Even if you don't like the Honda mirror match, you've got to practice it until you feel like it isn't a burden.
--x64
Dhalsim (4.5-5.5)
Honda has an answer to almost all of Sim's moves. Crouching Jab stops the slide and his hands pretty much own everything else. Dhalsim's objective is to keep Honda away. If you can keep Honda guessing and keep him out you can win easily. Experienced players only need one knock down to set up the buttsmash insanity. When you do crossup butt smash (after a knock down) you can do many things. Either a low short into head butt or another smash, a f + Roundhouse to trip him and crossup starts all over again. Next you can do the Oicho grab (after buttsmash). Crossup butt smash again. And hope he tries to counter grab, then do another low move or smash. But at this point Sim has lost over 75% and is pretty much toasted. Once in the corner punish with hands again. The Slide beats hands cleanly so change up with low jabs to stop the slide then link the jab into more hands.
Also, you must learn how to cancel your medium hands into another medium hands. Tough to do but once you get the timing down it can lead to big chip damage. Another way on knocking Sim down or stunning him is through Jumping fierce or jumping med splash. Constantly change up your jump ins. once you get your meter built up sacrifice it to get in close by going through one of his FBs with it. Learn the timing of his Yoga Flame to sneak a full screen Fierce headbutt in as it dissipates. Once Sim has his meter built up things change and you need to bait him into blowing it off at the wrong time. Sometimes you can get over it with a butt smash but this rarely works. Remain aggressive, however. Don't let Sim get his feet settled or he can keep you away again. His drills/mummys can be tricky the trick here is to not use your instincts to headbutt them but buttsmash them instead. Or block them and attempt an Oicho; it's tough because of block stun against this move. This pretty much sums up that matchup.
--Ehonda
Honda gets a free safejump or crossup (random) off a HP throw and just a free safejump off a HK throw. Usually can end the match if you catch sim in the middle of the screen and start looping throws together. If the Dhalsim player you are facing is great at reversal throws, mix in a lk/mk sumo smash instead of throw to keep him guessing (so, HK throw into jumping LP, crouching LK, throw or cancel into lk/mk sumo smash. If Sim has you in a Yoga Flame lockdown in the corner, neutral jump MK. It will hit him on the way down and push him out of range. Also, if Sim raw launches Super against you and misses, you'll have enough time usually to hit him with a HP headbutt in the Super recovery. It is tough to time and takes practice, but you absolutely need to get it in your playbook. If you catch Sim in a Fierce hold when he's in a corner, jumping with LK right out of the hold will cross him up with meaty timing.
--x64
Balrog (Boxer) (4.5-5.5)
Against defensive Boxers, bulldog up to standing roundhouse range, blocking dash punches on reaction or prediction, throwing out standing or crouching jab from time to time both to beat out dash punches and to hide the startup of an occasional strong hands. Don't do the hands too close to Boxer because they can actually lose to his jabs, and don't leave them out very long because you can get punished by low dash punch, use them mostly as a quick dash. But don't do the slaps too much, they're not as safe as just trying to walk up.
At some point before you actually get into standing roundhouse range it becomes impossible to block a dash punch on reaction, so start throwing out crouching jab more and more frequently because it really contains Boxer well (but obviously don't get too predictable with it). If he tries to do a crouching attack to beat your crouching strong, that's fine, it means you've broken his standing jab defense and can go into other stuff.
Honda gets a free safe jump off Boxer when he grabs Rog with a HP or HK throw (unless Boxer has super). A great tactic is to grab with HP/HK, hold up-towards into HK after the throw and then ether go for another normal throw or Oicho. You can ride Boxer from one end of the screen to the other if they are not great with reversal throws. Balrog's MP throw almost has the same range against your Oicho so just be wary you're probably going to be vulnerable to a counter throw any time you go for a tick. Also, every time you are blocking or even getting hit by Boxer's super, get a stored Oicho ready. If Boxer's super is launched from a certain distance (usually against someone in a corner), the 2nd or 3rd hit will miss or lag, allowing time to Oicho out.
--x64
Disadvantage Matchups
Old Sagat (4-6)
This matchup is one of the more difficult ones for Honda to handle. The speed of Sagats Tigers are formidable. Also Sagats jumping RH is difficult to get around. Your reactions must be at their best.
The Air Game
Honda's Jumping towards Fierce works well as well as his early jumping jab. Sagats jumping roundhouse can keep you at bay through out the match. Timing a headbutt after the RH retracts till when they hit the ground is not recommended.
Ground Game
You MUST keep constant pressure on Sagat so he cannot set up his tigers. His Tigers in reality are not that difficult to get around. Jumping over the slow high ones or crouching under the fast high ones make them worthless against Honda. The ones you have to worry about are the low ones. Believe it or not the slow low Tigers are bait. If you go over these from full screen you will be DPed and if you go over the fast ones you need to almost guess at what is being throw unless you are full screen. The slow tigers may trade anyways because Honda can land on the slow low tigers after Honda hits Sagat. Reacting and guessing correctly is key, so it's not recommended going over low tigers too much, unless they are just throwing constant low tigers. In that case, keep them honest. So how do you keep on the pressure? Constant Hands as well as f + roundhouse. If you can link these together you can keep a constant barrage of hits going (not a combo). E.g. hands - f + Rh -hands - f + Rh repeat. Hondas Butt smash has very little use unless you have him trapped. If you do do it you must execute it early so that J.RH does not snuff it out.
Throws
Normal throws work great vs. Old Sagat but if you face off against new sagat use the Oicho when in close as much as possible. Starting off the match many Sagat players will start with a j.roundhouse or a Tiger or a tiger knee into DP. If they do the latter then punish them as the DP is landing. if the J.roundhouse do a f + roundhouse to trip them. if they catch on to this, pause just a second and make them guess at what is coming. As for how you can start... Hands, f + roundhouse, Block, Cr. Jab. or if you can guess a tiger then use forward Buttsmash. Another trick is to do Short butt smashes over the low tigers as well as his short squat jump over them.
--Ehonda
Old Sagat is arguably Honda's worst non-charge fireball matchup. Even though his jumping HK hitbox might not look like much, it can knock you out of virtually everything but a well timed headbutt. If you are walking forward there isn't much you can do to stop him from jumping at you. If you block his jumping HK he will likely just use crouching MK into fireball and there is nothing you can do to get out of it. His sweep hits very low which means not even your jumping LK can hit it. Do not chase O.Sagat when he jumps back with a headbutt. He has very few pre-jump frames (unlike New Sagat for whatever reason) so he can likely just neutral or jump back again and land before you recover and combo you. Your main strategy here is like all fireballers, get them in a corner without taking too much damage and force them to make bad choices. Usually you're doing this by navigating Sagat's tiger obstacle course getting in HHS and standing HK sweep in whenever possible. When you do get him in a corner, be INCREDIBLY WARY of using headbutt. If the Sagat player successfully jumps over your headbutt in the corner you just lost the round against someone competent (easy jumping HK into standing LK/MK into SRK). Also don't even think about trying to safejump sagat if your opponent is competent with reversals. Even though his 3-frame startup SRK is technically safe-jumpable, virtually no one is able to do it consistently. This matchup will make you wonder why you like using Honda.
-x64
Chun-Li (3.5-6.5)
Getting around Chun's fireballs is really your biggest hurdle. If you can manage to accomplish that, the match isn't so hard.
Hundred Hand Slap is really good against Chun, 'cause she doesn't have anything solid to beat it consistently. So say you j.Forward over a fireball, hit or blocked, you're guaranteed some free chip damage with hands unless she has super.
She also has a tough time with Sumo Smash in the corner. If she doesn't predict it, the only thing she can really do is Short upkicks, but that's kinda hard to time.
Also, his regular punches (st.Jab and st.Strong especially) are great pokes. If you're in close, but not close enough for an Oicho, you can do a st.Jab or st.Strong and keep mashing on punch to get free block damage. Charge down while you're doing this, so that if she throws a fireball, you can butt slam.
--NKI
Chun's fireball has the fastest startup of any fireball in the game, making it incredibly hard to trade headbutts against her. She also has very few pre-jump frames, which allows her to just continually jump back with LK or MK making it very hard to time a headbutt. You have very few attack vectors when Chun is not in the corner. If you are moving forward Chun can essentially jump at you with very little resistance. Your jumping LP can trade with her jumping LK/MK if you get it out early enough. An advanced tactic is to wait until the last second and trade with a standing HP (Chun has to be very close for the standing chop to come out, so you'll need to practice this to get it right). If you get the hit or trade with standing HP, you then get a free standing LP meaty off her air reset that you can start your shenanigans off of. If Chun decides to jump at you with a charge you should only use LP (on top of you) or HP headbutt (right out in front of you) against it. Your goal against good Chuns should be bull-dogging Chun into a corner where she has to guess whether to use a fireball (jump over) or jump straight up (use a sweep, standing LP, or time a jumping MK that forces Chun to block your HHS). Chun can use a LK or MK SBK to get out of the corner and it is tough to punish if N.Honda is very close so watch out for it. Use crouching LP to punish, it won't hit at the SBK's apex but it will hit in the beginning and end of it, just make sure it doesn't go over your head so she can't escape a corner.
Chun's throw is NOT safe against you if she throws you into a corner. If she does, tech the throw and jam Oicho and you will almost always get the throw AND put Chun in the corner at the same time. It is sometimes worth it to let a walk-up throw happen when you are in the corner to trade damage and positioning.
Honda's meaty standing LP (hits standing or crouching!) outside of throw range is unbeatable (Tenshokyaku and Spinning Bird Kick will wiff and Super won't have enough time to connect before you can block). You can use standing LP on any knockdown where you can get close to set up a nice mesh point (do nothing, HHS, walk-up throw).
Honda gets a semi-safethrow off of HP (random crossup chance off HP throw which is actually safe against upkicks) and HK throws. If you don't crossup, Chun can contest with HP Tenshokyaku. Chun has to be weary though because if her one button reversal doesn't work, she faces a repeated throw loop scenario from Honda, potentially ending the round. You can usually tell if they are charging for upkicks because they won't be mashing out of your hold. If you feel they are charging for upkicks don't auto-safejump after the hold and just walk up stand LP into shenanigans. You can position a meaty jumping HK crossup off a knockdown so it forces upkicks to wiff.
Chun's super has a lot of startup. If they launch it raw at you, you should have plenty of time to swat it with a MK sumo smash (which will beat it every time).
--x64
Serious Disadvantage Matchups
Ken (3-7)
See Ryu section. Just know Ken's differences (knee bash shenanigans, slower hadokens, tatsus don't knock down, SRKs have a larger horizontal and vertical hitbox and less recovery frames (making it harder to punish), and HP SRK hits on the first frame and has a wide arc. Don't try to safejump Ken.
-x64
Dee Jay (3-7)
Very similar to the Guile matchup (i.e. bad matchup for Honda). Bulldog (walk-up block) your way past Dee Jay's fireballs and get him in the corner. Jump ins with LK are typically the best because they trade or beat DJs sweeps. Good DJ players will try to foil your HHS by constantly throwing out crouching MP. Beat this by sweeping them with HK. Like the Guile match, NEVER EVER jump or sumo smash at DJ when he has a downcharge. You will lose to upkicks every time. Also remember that using HP headbutts in a predictive manner will likely get jumped over and comboed against DJ. DJ's jumping jab will beat all headbutt attempts but sometimes its worth taking a little damage to get closer to him. Remember that if you block DJ's Super from just outside of point blank range the second or third kick will miss, allowing you to Super or headbutt after the missed kick. Use HHS and HK sweep to pressure DJ in the corner. Repeated Oicho Throws in the corner against DJ (except when he has Super) work great as long as you don't use non-negative edge HP (lk upkicks will recover before your HP normal will recover if he gets the reversal off). Meaty crouching LP outside of throw range is unbeatable against DJ (super has very bad startup, upkicks will wiff, and Sobat will get hit) which makes crouching LP into guessing games very hard for DJ to deal with. If you catch DJ with a HP or HK throw you can follow up with a free safejump (use HP throw since it's more damaging and you don't have to worry about it randomly crossing up). Like against Balrog, you can potentially throw loop DJ from one side of the screen to the other and end the match. Empty jump against deejay will force upkicks to wiff. Obviously is very susceptible to sweeps and fireball but its hard for Dee Jay players to condition themselves into not getting easy upkicks.
--x64
Ryu (2.5-7.5)
Probably the matchup you've played the most since Ryu is typically the most used character in SF2. Also happens to be yet another incredibly tough match if your opponent is great at zoning and has at least a basic concept on how to fight Honda. Let's break this fight down:
What to know
Good Shoto (i.e. Ryu/Ken) players will typically spend the entire round running away from you while chucking Hadokens, which might sound cowardly but it is good strategy. Honda doesn't have a projectile so he needs to be close to do damage. Honda can't win if he can't catch opponents. The only time they will jump at you (something that Honda players typically invite) is when they can safe-jump you after a knockdown, which usually results in you being forced to block and eat a blockstring that pushes you back out. To make matters worse, when you finally corner a shoto (your main objective in most matches with Honda) they have a very easy way out with their juice kick tatsu. What's a sumo to do against that shit? Man up. It can be done.
What to watch out for
Shoto players will typically actively look for two things against Honda: Jumping over projectiles and chasing backjumps with a HP headbutt. If you forward jump over a hadoken (or sumo smash) and they recover before you connect, you will get tripped or SRK'ed. Probably the most important part of this matchup is being able to neutral jump over hadokens (remember to use your "Floating Fierce") and recognizing the right time to forward jump over hadokens to hit shotos during recovery. There's not much to say here as acquiring this skill takes matchup knowledge and time. As always, watching youtube fights will help tremendously (pretty much any japanese tournament will do).
Whenever a shoto jumps backwards and lands with HP or HK, your instincts will tell you to try and time a HP headbutt to hit them when they land. This can work sometimes but most of the time it's a bad idea. If the shoto player is on their game, they can use a LP SRK immediately when they land. If your timing is off even by a few frames they can jump back again and land on you with a crossup into combo, likely losing the round for you. Try very hard to not chase down shotos with your HP headbutt. Instead, try to use LP and MP headbutts to gain ground but still keep you out of range. Bulldogging (walking forward and blocking fireballs) is also a great skill to master. You'll eat chip damage but you'll get close eventually.
How to fight
Good Ryu players will start the round one of three ways: HP Hadoken, step back cr.MP (to stop HHS), and jump back HP or HK. The safest way to deal with these is to simply block and do nothing, but good Ryu players aren't going to give you a lot of openings. Get a feel for how your opponent starts off the match and start taking chances. If they like to start by jumping back with a HP or HK, do NOT try to use HP headbutt, they will likely SRK you upon landing if you don't get hit by the HP or HK (both of which have great hitboxes). MP Headbutt will get you right next to them out of harms way, letting you start your guessing games. If they like to step back/cr.MP, sweep them with standing HK. If they throw hados at the start, sumo smash through it.
Your main goal against shotos is to corner them (they can't run away and are forced to engage in the corner). Since they can get out of the corner relatively easy with a juice kick tatsu, you need to make the most of your opportunity when you get them there. Use sweeps and HHS pressure. If they are being too safe and just crouch blocking, go in for a surprise grab. Not many Honda players attempt this because of Honda's slow walking speed, so it catches opponents off guard. Be careful to not eat fireballs here because against Ryu it will likely be a red fireball, which will knock you down and allow them to escape the corner. If you are good with safejumps (very hard to do against shoto's SRK) jump in on them after a knockdown with jumping LP. From there you can ether Oicho or go into your mixup of choice. Using your Oicho trap in the corner is risky here. Try to only use negative edge Oichos because good shoto players are typically good with wakeup reversals. You're more likely to get reversal thrown doing this, but it is usually worth a teched throw for the chance and shouldn't put you in a worse position.
Tips and tricks
After a HP throw, you can walk under them and use a crouching HK sweep (the circle sweep). Since the sweep hits on both sides of you, blocking it as the opponent lands can be a tricky proposition.
If you catch a shoto with a HP throw and they suck at mashing out, time a HK sumo smash right after they get out of the hold. You will cross them up and likely hit them if your timing is right, giving you damage and another crossup chance.
After a HK throw you can jump forward LP for a safejump (unless you are close to the corner). Negative edge Oicho or mixup games afterward.
If you are good with HP HHS, if you connect with them from somewhere outside of point blank range you are usually in Oicho range. This technique is difficult but deadly if mastered.
Remember that ochio throws have a lot of dizzy potential. Hitting someone right after a Oicho has a good chance of stunning.
Standing LP can be used as a safe meaty attack against Ryu and is a good poke in general (all red hitbox in the extended arm). Since it doesn't have long range it is difficult to get the spacing right.
-x64
Old Ryu (2.5-7.5)
See Ryu section. Keep in mind Old Ryu's differences however (such as the 50% unblockable tatsu).
Old Ken (2.5-7.5)
Fairly identical to Ryu match. Differences include invulnerable SRK's, tatsus that don't knock down, slower hadokens (which can throw you off if you neutral jump them), and HP SRK is invincible/hits on second frame/wide arc. Don't try to safejump Ken!
-x64
Guile (2.5-7.5)
Honda's key here is to bait Guile into throwing Booms. Even if Honda does anticipate, Guile can still jump up to counter a Smash over the Boom, since Guiles lag time after the boom is very short. The Key in this situation is to be as close to Guile as possible and do Medium Sumo Smash through the boom hitting him on the way up. If you are to far away to hit him on the way up you will hit him on the way down (unless Guile jumps away or air grabs him [tough to do ] Guile can recover and counter this move when you land.
Pinning Guile in the corner is essential to beating him. Using ticks and foot games with cr.short, cr.forward, standing roundhouse and low strong and jab. These prevent booms and various moves in Guiles arsenal. You cannot fight Guile mid screen (much like against Vega). Chipping away at Guile with 100 hands is a nice way to get block damage and to close to set up the Oicho. Early jumps vs Guile are a good idea as well. After you knock him down, do a Crossup MP.Smash early and hope that Guile does a wake up. Then, hit him with HHS. The 1st hit will land, the other will make them block. Or, after the initial hit, do a Smash and attempt to grab or do low Short into Headbutt. Try not to knock him down again until you have done sufficient damage to him.
Here are a list of NEVERS:
- Never do Forward or Rhouse smashes over booms from full screen. only use short until close.
- Never Turtle. ( unless you have an 80% lead or so and time is running out of course)
- Never do full screen Headbutts.
- Never allow him to jump in.
- Never allow him to tick throw you. * Remember that you have Oicho.
This strategy section is for both versions of Guile.
--Ehonda
Guile can be pretty annoying. You wanna limit jumping over booms to attack him to a minimum, because you're probably gonna get flash kicked and maybe crouching fierced. The only time that's a reasonable thing to do is if you're standing at about the range of your jumping forward or roundhouse and you have great reactions and jump over a boom as soon as it comes out, but that's pretty rare. Jumping is also ok if see the Guile player standing... also rare.
Better ways to get around booms depend on where you are on screen, but usually you want controllable neutral jumping fierce or neutral jumping kick or just bulldogging (walking up and blocking booms on reaction, then walking forward again), but toward jumping forward/roundhouse/short and forward Smash are fine in some situations too. Make sure that if you're going to jump over a boom that you recognize what speed it is first, and if in doubt just block. You can follow up a jump over a boom with strong/fierce slaps, bulldogging, Smash, headbutt, jumping toward forward/roundhouse, or toward standing roundhouse sweep.
A great spot for you to try to stand is at like standing sweep range. Here you can sweep Guile with toward standing roundhouse, chip him strong/fierce slaps, beat out crouching forward with your crouching forward/strong/roundhouse, or do walk up fierce grab or Oicho.
One thing to note is that if you do fierce grab on Guile midscreen, you can hold jumping toward and do down+fierce for the splash, and it'll usually cross him up and always be a safe jump. The only problem is that since it usually but randomly crosses up, you can't be sure which way to block if Guile does a reversal flash kick/super. Generally just block like you're gonna cross up. It's stupid for Guile to try reversal most of the time because most of the time you'll safe jump, so he'll probably just block expecting a cross up. Once you're there, you can do all sorts of things, like crouching jab to fierce grab or Oicho, crouching short to whatever-strength buttslam, strong slaps, crouching roundhouse, whatever. You can also mix this up by just doing toward jumping forward after the fierce grab, which will never be a crossup.
Akuma (1.5-8.5)
Call a tournament organizer. If one is unavailable, knock them down once and try to gaslight everyone into thinking this was actual sumo wrestling.